tunguska
Liturgist
- Joined
- Jul 19, 2004
- Messages
- 227
If they wanted to invent their own genre they could at least have come up with a better name for it. Sneaker just sounds silly to me. Would 'hider' have been any better? What about a 'shadow' game? That also doesn't sound very good. Maybe a 'stealth' game? That sounds better to me. And anyway, the Thief games were really the only ones that would fit into that genre. If it is a real genre I think it needs to be considered a sub-genre of action games.Lumpy said:It is a sneaker, because combat is entirely optional, and even forbidden on the highest difficulty level.
I don't buy the idea that an action game isn't an action game just because you don't have to kill anyone (although I did all the time). Did Donkey Kong involve combat? Or Frogger? Those are considered action games. Or arcade games, which is really just a sub-genre of action games. Could they have invented their own genres? They could have said, "Don't call it an action game. It is a ground breaking new form of play called a jumping game." Both games did involve jumping. Should pac-man have had its own genre? The 'eating' genre? Sneaking should, IMO, just be considered one aspect of an action game. Hell, that was my favorite style of play when I used to play FPSs. I'd creep up to a corner and just sort of lean around, looking in either direction.
In Castle Wolfenstein you could sneak up on guards, get them to put up their hands and take all their ammo and weapons so that all they could do was run around and yell at you in German. It took some sneaking to be able to do that, but it was still an action game. I used to go around in that game with just a knife and take out guards with machine guns by sneaking up on them. It could be argued that you didn't have to kill anyone in that game either. You'd end up with whole levels of guards running around yelling at you.
In Thief, killing was only forbidden at the highest difficulty level or in certain missions. I killed all the time. To me it was just more fun. I would prefer to sneak up on a guard and blackjack him if I could and then stab him. Or just shoot him with arrows from a hiding place and watch him try to find me. Those basic interactions, to me, were what made the game fun. And listening to the guards talk.
The missions as a whole were a yawn-fest for me. I always thought that was a dumb idea even in an FPS. For me the best kind of action game is when you have some kind of larger overall goal, like escaping from a compound as in the whole Wolfenstein series. Although I tried to play RTCW and became so bored after 30 minutes that I felt like going to sleep. Even with a larger goal (and a more compelling one than just fetching some particular item) the repetitiveness still gets to me.
Why should I want to complete the mission anyway? What was my reward? Not enough to motivate me. It was not like there was any real narrative that could be moved forward by completing the mission. In general I hate following orders in a game. Feels too much like work. It would be much more interesting to stab the guy giving me the orders and then deal with the consequences.
I hated not having the freedom to kill someone if I needed or wanted to. To me, arbitrarily limiting what I can or cannot do to accomplish a goal feels wrong. If they don't want any killing just remove the arrows and swords from the game. And if you accidentally kill someone you have to start over? That has too much of an arcade game feel to it for me.
I guess because they were strapped for cash and wanted to embrace and extend and capture a wider audience to sell more copies. I call it dumbed down because it was quite clear that that was precisely how LGS thought of it. They wanted to make it more accessible to a larger audience than a Dark Camelot RPG would have been. And they also wanted something that was much cheaper to make and that had a much shorter production time than an RPG. Basically they were after money. They were worried about their survival as a company, and justifiably so it turned out. And if they had wanted to just make an action game they shouldn't have originally announced it as an RPG. They disappointed a lot of fans. It was truly unforgivable IMO to get our hopes up like that. So forgive me if I am judging Thief a little too harshly.Lumpy said:And dumbed down? Why?
Where's the strategy, the story, the variety of play? I found sneaking around to be fun for a while, but pretty limited. Hide in shadows. Hide in shadows. Hide in shadows. Ooh, I can shoot that torch with my water arrow and have more shadows to hide in. Sure, you could sneak up on a guard and blackjack him, but that is getting dangerously close to 'combat'. It seemed more like just part of a game. Move, hide, shoot some arrows, blackjack someone. Rinse, repeat. Not very complicated. What little 'story' there was, your actions had no effect on. Like the backstory for Doom. Arx Fatalis, for instance, had a limited form of sneaking, but it was just one aspect of play in the overall stats and story RPG dynamic. It took (stat-based) skill to shoot the arrows well. A skill you could improve.
Haha. Yeah. I also didn't like the missions involving the undead. I mean, make up your fracking minds about the setting already. Damn stupid of them. In Thief 2 they did realize their mistake in that regard (how could they not have seen that before release), but I found some of the level design in the original Thief to be more interesting. They actually had a great setting. They should have made better use of it. But I guess that would have been too expensive.Lumpy said:To be fair, I don't know about Thief 1. I gave up at level 2 because of the zombies.
Actually I didn't play Thief 2 very much when it was released. I was already so burnt out on Thief 1. And the game play seemed basically the same. I will have to give it another try based on your rave review. But these days I find those simple game dynamics start boring me pretty quickly.Lumpy said:Thief 2, on the other hand, was a masterpiece.